示例#1
0
        private void ReloadFromUsdAsCoroutine(UsdAsset stageRoot)
        {
            var options = new SceneImportOptions();

            stageRoot.StateToOptions(ref options);
            var parent = stageRoot.gameObject.transform.parent;
            var root   = parent ? parent.gameObject : null;

            stageRoot.ImportUsdAsCoroutine(root, stageRoot.usdFullPath, stageRoot.m_usdTimeOffset, options, targetFrameMilliseconds: 5);
        }
示例#2
0
        /// <summary>
        /// Applies the contents of this USD file to a foreign root object.
        /// </summary>
        /// <remarks>
        /// The idea here is that one may have many animation clips, but only a single GameObject in
        /// the Unity scenegraph.
        /// </remarks>
        public void SetTime(double time, UsdAsset foreignRoot, bool saveMeshUpdates)
        {
            var scene = GetScene();

            if (scene == null)
            {
                Debug.LogWarning("Null scene from GetScene() at " + UnityTypeConverter.GetPath(transform));
                return;
            }

            // Careful not to update any local members here, if this data is driven from a prefab, we
            // dont want those changes to be baked back into the asset.
            time += foreignRoot.m_usdTimeOffset;
            float usdTime = (float)(scene.StartTime + time * scene.Stage.GetTimeCodesPerSecond());

            if (usdTime > scene.EndTime)
            {
                return;
            }
            if (usdTime < scene.StartTime)
            {
                return;
            }

            scene.Time = usdTime;

            var options = new SceneImportOptions();

            foreignRoot.StateToOptions(ref options);

            PrepOptionsForTimeChange(ref options);

            if (foreignRoot.m_lastPrimMap == null)
            {
                foreignRoot.m_lastPrimMap = new PrimMap();
                options.importHierarchy   = true;
            }

            if (m_usdVariabilityCache)
            {
                if (m_lastAccessMask == null)
                {
                    m_lastAccessMask             = new AccessMask();
                    scene.IsPopulatingAccessMask = true;
                }
            }
            else
            {
                m_lastAccessMask = null;
            }

            if (m_debugPrintVariabilityCache && m_lastAccessMask != null &&
                !scene.IsPopulatingAccessMask)
            {
                var sb = new System.Text.StringBuilder();
                foreach (var kvp in m_lastAccessMask.Included)
                {
                    sb.AppendLine(kvp.Key);
                    foreach (var member in kvp.Value)
                    {
                        sb.AppendLine("  ." + member.Name);
                    }
                    sb.AppendLine();
                }
                Debug.Log(sb.ToString());
            }

            scene.AccessMask = m_lastAccessMask;
            SceneImporter.ImportUsd(foreignRoot.gameObject,
                                    scene,
                                    foreignRoot.m_lastPrimMap,
                                    options);
            scene.AccessMask = null;

            if (m_lastAccessMask != null)
            {
                scene.IsPopulatingAccessMask = false;
            }
        }